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Orkun ÇAKILKAYA 2026-09-02 08:37:20 +03:00
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All notable changes to the Ludic toolchain, newest first. Generated from the
changesets under changes/ by x release; do not edit released sections by hand.
## v0.3.0 — 2026-09-02
- **feat**: **Tiled map support (#67–#74)** — load and draw [Tiled](https://www.mapeditor.org/) maps (TMX/TSX/TX and TMJ/TSJ/TJ), the design record from #66. - **P0 parsing primitives (#67)** — a minimal pure-Ludic XML reader (`Xml.*`) for the element/attribute/CDATA subset TMX/TSX/TX use; standard base64 decode/encode (`Base64.*`, RFC 4648), whose decoder ignores the whitespace Tiled wraps into `<data>`; and gzip framing (`z_gunzip`, RFC 1952) wrapping the existing DEFLATE inflater. zlib and the JSON reader already shipped. A curated, attributed golden corpus lands under `assets/tiled-fixtures/`. - **P0.5 TMX/TSX reader (#68)** — `Tiled.read` / `Tiled.read_tsx` map the native XML formats onto the *same* intermediate the JSON path produces — a `Value` tree in Tiled's JSON schema, with every tile layer's data decoded to a dense GID list (CSV, base64, base64+zlib, base64+gzip). A CSV `.tmx` and a base64+zlib `.tmj` of the same map read structurally identically; the in-repo Kenney `sampleMap.tmx` + external `sampleSheet.tsx` load with no manual JSON re-export. - **P1 core load + render (#69)** — the runtime `rt_tmap` model (heap-allocated to `w·h`, lifting the old `96×64` cap), the GID resolver (`Tiled.resolve` → tileset / local id / H·V·D flips), image-backed rendering (`Tiled.draw`, flips applied at blit), and the legacy-tilemap compatibility projection so `Grid.*`/`Path.*`/`esys_move` keep working. `Tiled.load` reads either format, resolves external tilesets + images, and auto-projects a `collision` layer. The Kenney sample loads and renders pixel-identically from `.tmx` and `.tmj`; the `grid` and `physics_tiles` demos now run off a loaded map. - **P2 collision & grid (#70)** — normalise three collision sources into the byte tilemap `esys_move`/`Grid.*`/`Path.*` read, in the design's priority order: per-tile `<objectgroup>` hitboxes, the `solid`/`oneway`/`trigger` property convention (`Tiled.collision_kind`/`Tiled.tile_shapes`), and the designated collision layer (`Tiled.project`, any non-zero GID solid) — or drive collision from a visual layer's per-tile metadata alone (`Tiled.collide`). The property convention and the collision-layer fallback produce the same feed; `Path.a_star` over a loaded map matches the hand-authored baseline. - **P3 animated tiles + tile objects (#71)** — a tileset `<animation>` advances deterministically as a pure function of the fixed 60/s engine frame clock (`Tiled.frame_gid`/`Tiled.animated`), so an animated GID resolves at draw to the current frame's GID with its flip flags preserved and reproduces frame-for-frame across runs; `Tiled.draw_anim` draws a map with animations advanced. Object-layer entries with a `gid` render the tile image (with their own flips), bottom-anchored, as placeable sprites. - **P4 objects, properties, templates, spawning (#72)** — all object shapes (rectangle / ellipse / point / polygon / polyline / text) and custom properties parse and are queryable (`Tiled.object`, `Tiled.object_shape`, `Tiled.prop`/`Tiled.prop_int`/`Tiled.prop_type`); class properties resolve their defaults against a project custom-type table (`Tiled.load_types` over `objecttypes.xml`); template instances inherit their `.tx`/`.tj` template's fields; and an object maps onto Ludic components on demand (`Tiled.spawn`/`Tiled.spawn_layer`, off by default, via the reflection ABI). - **P5 breadth (#73)** — image layers (parallax + repeat) and group layers (flattened, with recursive offset/opacity/tint/visible; `Tiled.layer_kind`/`Tiled.layer_offsetx`/`Tiled.layer_tint`); the isometric / staggered / hexagonal orientation coordinate transforms (`Tiled.cell_x`/`Tiled.cell_y`, driving the tile draw so cells land at the correct screen coords); and Wang-set GID resolution through the standard resolver (the terrain-corner authoring concept is editor-side and ignored). - **P6 scale (#74)** — infinite/chunked maps: `<chunk>` (TMX) and JSON `chunks[]` decode and flatten into the dense layer; `.world` stitching (`Tiled.world`/`Tiled.world_count`/`Tiled.world_map`) lists member maps at their offsets; and a self-contained pure-Ludic **zstd** decompressor (`z_zstd`, RFC 8878) for base64+zstd layers — frame + raw/RLE/compressed blocks, raw/RLE/direct-weight-Huffman literals, and the full FSE sequence path — decoding the low-entropy GID streams a tilemap produces (a high-entropy FSE-compressed-Huffman-weights block fails cleanly with -1 rather than emitting wrong bytes).
- **feat**: Builtin NPC AI (#61) — the source package **ludic.npcai**, a perception → decision → action stack that plugs into the other controllers instead of re-implementing movement. The AI never moves a body directly: it writes the SAME intent fields the player controllers read (`want_x`/`want_y`/`want_fire`, `want_jump`), so an enemy gunner reuses the shooter's weapon/projectile/auto-aim systems verbatim (set the body's `TopDown.aim_mode = 3`) and a companion reuses the mover — friendly vs enemy is faction + goal, not different code. **Perception** (`Vision` + `Memory`, throttled `esys_perception` with faction filtering and optional `Grid` line-of-sight) remembers the nearest hostile and emits `TargetSpotted`/`TargetLost`. **Decision** offers three models writing one `Brain` intent — a finite-state machine (patrol/chase/attack/flee), a utility scorer, and a canonical behaviour tree — each decision veto-able via `cancellable DecisionMade`. **Steering** adds Reynolds flocking (separate/cohere), and a `Follower` component gives companion stances. Reuses ludic.gameplay Faction (who is hostile) + Stats (hp for flee). Fully deterministic: perception + replan are frame-throttled and fixed-order. Example: `examples/games/npcai_demo.ludic` — one enemy perceives, chases and shoots a target through the shooter controller, flees at low hp under the utility model, and a companion follows its leader.
- **feat**: Builtin Platformer controller (#58) — the reference implementation of the six-lever extensibility contract, shipped as the source package **ludic.platformer**. Movement feel is all defaulted POD data (`Platformer { move_speed, jump_height, apex_frames, fall_gravity_mul, coyote_frames, jump_buffer_frames, air_jumps, policy, … }`); the controller is decomposed into small engine-owned sub-systems — input (Input phase), move/gravity/jump (FixedUpdate, before the shared `esys_move` sweep) and animation-state (LateUpdate, after it) — each independently switch-off-able with `disable system <fn>`. It owns movement *policy* only and reuses the engine Body/Collider swept-AABB collision. Jump feel derives gravity + impulse from height/apex, with coyote time, jump buffering, variable jump height and multi-jump; every jump decision emits a `cancellable JumpRequested` / `JumpPerformed` / `Landed` / `StateChanged` event, and a gravity `policy` enum (asymmetric / symmetric / floaty) is the formula hook. Ships the opt-in game-loop layer too (`scaffolding.ludic`): moving & crumbling platform blocks with rider carry, collectibles + `Score`, springs, hazards + a light `Life`/i-frames model, and checkpoint/goal triggers. Deterministic integer Q16.16 throughout. Examples: `examples/games/platformer_demo.ludic`, `examples/games/platformer_scaffolding.ludic`. Also fixes a latent codegen bug in `ludic_sweep_entity` (an SSA register name collided once a program declared ≥11 events).
- **feat**: Builtin RPG systems suite (#59) — the source package **ludic.rpg**, seven independently-usable modules on the six-lever contract, with name-keyed data registries so a game or mod adds content with zero code. **A Movement** — one `Mover` with a `mode` selector (grid / free / grid-tween) and 4/8-axis, tilemap walkability, and `cancellable MoveRequested` (locked doors/ice) / `TileEntered` (encounters) / `Interacted` (the action-button raycast). **B Inventory** — a name-keyed item registry, per-owner counts, gold, `ItemUse` veto, and `Equipment` whose bonuses flow through the gameplay Stats modifier stack. **C Crafting** — a data-driven recipe + ingredient registry; `Craft.can`/`Craft.make` consume from the inventory. **D Quests** — quests + objectives whose progress is driven by `Quest.notify` (route any gameplay signal in), auto-completing when met, plus a global flag store for branching. **E Dialog** — an Ink/Yarn-style graph registry (nodes + choices) with a per-speaker `Dialog` component and `cancellable DialogChoice` for skill-check gating. **F Puzzles** — Sokoban `Pushable` + a switch / pressure-plate / gate signal graph (logic puzzles with no code). **G Status** — over-time poison/regen effects routed through the shared Combat pipeline. Everything is integer-deterministic, so save/load (world_save) and rollback hold. Example: `examples/games/rpg_demo.ludic` (21 self-checks across all seven modules).
- **feat**: Builtin top-down Shooter controller (#60) — the source package **ludic.shooter**, conforming to the six-lever contract and built on the engine Body/Collider + ludic.gameplay Faction/Combat/Stats. `TopDown` decouples movement from aim (`aim_mode`: mouse / right-stick / move-direction / nearest-enemy auto-aim, with a `turn_rate` for tank-style rotation). Weapons are a name-keyed **registry** (`Weapon.def("shotgun", …)` — add a gun with zero code) with per-weapon fire-rate, damage, speed, spread, pellet count, pattern (single / spread cone / ring / spiral), plus data-driven pierce (`Weapon.set_pierce`) and homing (`Weapon.set_homing`); `esys_weapon` reads a `want_fire` intent so the **same** weapon fires for a player (input) and an NPC (AI). `Projectile` + `esys_projectile` is a self-contained deterministic pool: integrate, TTL, faction-filtered hit through `Combat.damage`, pierce, and homing that curves onto the nearest enemy — every step observable via `ProjectileSpawned` (mutable/veto) / `ProjectileHit` / `ProjectileExpired`. A budgeted `Spawner` wave director emits `SpawnRequested` / `WaveCleared`. Example: `examples/games/shooter_demo.ludic` (11 self-checks: movement, aim, faction damage, friendly-fire immunity, spread, kill, ring, homing, waves).
- **feat**: Canonical engine-ABI components (#77) — the shared `Position` / `Body` / `Collider` / `Solids` bundles the engine-owned movement system (`esys_move`, #65) reads by name are now shipped from a base source package, **ludic.core**, instead of being re-declared by hand in every game and example. A game `import "ludic.core/components.ludic"` and the engine moves and collides its entities for free; extend by *composition* (attach your own components on the same model). AOT means the properties compile straight into the consumer's compile-time ECS with no ABI seam, and everything stays integer + Q16.16 deterministic (lockstep / replay / `world_save` hold). Example: `examples/library/core_components.ludic`.
- **feat**: Cursor capture (#89) — `Input.cursor_mode(mode)` hides / locks / confines the OS mouse for a windowed game: `0` normal (visible, free), `1` hidden (hide the OS cursor while focused so a game draws its own reticle), `2` locked (hidden + dissociated — the mouse feeds *relative* motion through `Input.mouse_dx/dy`, and `Input.mouse_x/y` becomes a clamped virtual cursor, the FPS / twin-stick aim mode), `3` confined (dissociated but visible; the mouse cannot leave the window). The platform auto-releases (shows + reconnects the cursor) while the window is not key (Cmd-Tab) and on close, so the cursor is never left captured. Adds the native macOS implementation in `cocoa.ll` (`[NSCursor hide]/[unhide]`, ref-counted and toggled only on change; `CGAssociateMouseAndMouseCursorPosition`; `CGGetLastMouseDelta` for the relative virtual cursor) behind a new `win_cursor_mode` intrinsic; headless / non-windowed it is a no-op (DCE'd). Example: `examples/library/cursor_capture.ludic`.
- **feat**: Declarative Render clear + present (#86) — `@ClearColor(0xRRGGBB)` makes the engine own the per-frame clear and flip: at the top of the Render phase it clears the framebuffer to the declared colour, and after the Render handlers run it presents the frame, so a game's Render handler no longer repeats `Screen.clear(color)` / `Screen.show()` and the clear colour is configured *declaratively* rather than in the handler body. Opt-in and backward-compatible: a program with no `@ClearColor` is byte-for-byte identical (it clears/presents itself, or the light system owns the present). Example: `examples/library/clear_color.ludic`.
- **feat**: Deterministic camera zoom (#78) — `Camera.zoom(scale)` scales the whole view about the screen centre by a Q16.16 factor (`1.0` = none, `2.0` = 2x in, `0.5` = out). It rides on the same two framebuffer chokepoints (`rt_put_px` / `rt_fill_rect`) that already carry the camera offset, so it composes with `Camera.set`/`follow`/`shake`, and it is a *render-time* transform — the world coordinate types stay integer pixels + Q16.16 velocity, so lockstep, replay and `world_save` are untouched, and the zoom itself is deterministic. Gated by an internal `rt_cam_zoomed` flag so a game that never zooms renders byte-for-byte identically (golden renders unchanged); `Camera.zoom(1.0)` turns it back off. This is the concrete outcome of the #78 position-types investigation (`docs/RFC-POSITION-TYPES.md`), which rejected hardware floats for the deterministic coordinate core and identified zoom as the one genuinely-missing render feature. Example: `examples/library/camera_zoom.ludic` (pixel-readback verified).
- **feat**: Directional int input (#79) — `Input.axis_i(neg, pos) -> int` returns a -1/0/1 movement intent (`+1` positive key held, `-1` negative, `0` neither or both) read from the multi-key device set, so turning WASD into movement no longer needs the `ki(key_down('d')) - ki(key_down('a'))` bool-to-int glue and feeds an int mover directly: `dx = Input.axis_i('a', 'd')`, `dy = Input.axis_i('w', 's')`. Complements `Input.axis` (fixed) / `Input.vector` (normalized). Example: `examples/library/input_movement.ludic`.
- **feat**: Engine sprite-render system (#85) — the engine already auto-*ticks* SpriteAnim and Motion; it now auto-*draws* too. Declare a `Sprite` component (id + optional offx/offy/scale/flip/tint/hidden, shipped from **ludic.core**) on an entity with a `Position` and the engine draws it each Render frame — no hand-written Render handler querying positions and calling `draw_sprite` per entity, and no hand animation (when the entity also carries `SpriteAnim`, the current frame is added to the base id). Registered on the compile-time engine-system registry for the Render phase and spliced only when a game declares `Sprite`, so a game that never declares it compiles byte-identically; a game wanting a custom draw omits `Sprite` (or `disable system esys_sprite`). Also **deprecates the bare `draw_sprite` / `draw_sprite_scaled` globals** in favour of the namespaced `Screen.sprite` / `Screen.sprite_scaled`: a direct bare call now emits a one-time compile-time deprecation note (the bare form still lowers, since `Screen.sprite` uses it), and the in-repo `chronorift` demo is migrated to the namespaced calls. Example: `examples/library/sprite_render.ludic`.
- **feat**: Entity-pool stats (#80). Ludic's ECS is already pool-based: the allocator recycles freed entity slots through a freelist (a `despawn`ed slot is reused by the next `spawn` before any new slot is taken), and component storage is fixed per-entity arrays — so spawning and despawning many entities per frame (bullet-hell / horde) does **no per-spawn heap allocation** and cannot fragment. Exposes that with a `Pool.*` namespace so a game can watch the reuse and budget against the cap: `Pool.live()` (entities alive now), `Pool.free()` (freed slots waiting to be reused), `Pool.reserved()` (high-water — slots ever allocated; stays flat across a steady spawn/despawn loop, the proof that slots are pooled not reallocated), and `Pool.capacity()` (the fixed entity cap). Zero-cost — they read the existing allocator counters inline. Example: `examples/library/pool.ludic`.
- **feat**: Gameplay-controller foundation (#57) — the shared, cross-genre building blocks the builtin controllers stand on, shipped as the source package **ludic.gameplay**: a deterministic `Cooldown` frame timer (engine-ticked), a `Stats` attribute bundle with an unbounded timed **modifier stack** (`Stats.total` computes base+flat then percent on demand; expired modifiers self-despawn), a `Faction` friend/enemy/neutral relationship table (same-id-friendly / different-hostile by default), and a `Combat` damage pipeline whose `cancellable DamageAboutToApply` hook lets a game veto a hit *or rewrite the amount* (`Combat.set_amount`) and which emits `Damaged`/`Died`/`Healed`. Everything is integer-only so lockstep, replay and `world_save` snapshots hold. Also adds extensibility **lever 5** to the language: `disable system <esys_fn>` drops exactly one engine-owned system's tick at compile time, so a game can carry a well-known component but tick it with its own handler (byte-identical when nothing is disabled; the C-free bootstrap fixpoint is untouched). Example: `examples/library/gameplay_foundation.ludic`.
- **feat**: Incremental asset preloading (#82). Assets used to load synchronously inside Boot/Start (`png_load`, `Audio.load`), stalling the first frame(s) as content grows, with no built-in loading phase. Adds an `Assets.*` preload queue: `Assets.enqueue(name, path)` queues a named image without loading it, `Assets.pump(max)` loads up to `max` queued assets per frame (returning how many it loaded), and `Assets.total` / `loaded` / `ready` / `progress` (0..100) drive a progress bar. A loading scene pumps a few assets per frame, draws `Assets.progress()`, and `become`s the play scene once `Assets.ready()`, so the game shows a responsive loading screen and only enters play once content is ready — the deterministic, no-threads form of async preloading (the work is spread across frames instead of stalling one, and the same enqueue+pump order loads identically every run). Loaded assets are reachable by name via `Assets.get` / `Sprite.named`. Builds on the #81 atlas. Example: `examples/library/preload.ludic`.
- **feat**: Input Manager + automatic device-layer drive (#83). The generated frame loop now commits the input device layer itself — when a game uses any Input action-map / device method it calls `input_poll` each frame (reading the live key, recording/replaying, and rebuilding the held-key/mouse/gamepad state), so `Input.active` / `Input.key_down` / the mouse and pads read live **without the game calling `Input.poll` by hand** (previously the loop fed only `Input.key`, and the device layer read empty unless the game polled at the top of its Input phase). A game that uses no Input runtime keeps the plain `rt_poll` path, byte-identical. Adds the Input-Manager API on top: `Input.action(name, key)` ships a **default** binding (kept if already bound, so a player's `Input.rebind` or a loaded key-map is not clobbered); `Input.bind_pad(name, button)` makes an action **device-agnostic** (fires from keyboard *or* gamepad); and `Input.active` / `Input.just_pressed` / `Input.just_released` read the whole multi-key device layer with clean on-press / on-release edges (the deterministic, dispatch-free equivalent of event handlers — a handler polls the edge and reacts, so a replay fires identically). Examples: `examples/library/input_manager.ludic`, `examples/library/input_auto.ludic`.
- **feat**: Namespace block form (#76) — `namespace Name { export function foo(…) … internal function bar(…) … }` declares a `Name.*` namespace once and controls its public surface declaratively, instead of annotating every function with `@Namespace(Name)` one at a time. Inside the block each `function short(…)` is emitted as `namelower_short`; an `export` function (the default) is callable as `Name.short(…)`, while an `internal` function is a private helper — emitted and callable by its short name from siblings in the block (calls are rewritten to the emitted name), but not part of the `Name.*` surface (`Name.internalOne()` is a compile error). It is the block sugar for the per-function `@Namespace` annotation, so a package's public API reads at a glance. A namespace declared the old per-function way is unchanged. Example: `examples/library/namespace_block.ludic`.
- **feat**: Namespaced spritesheet / atlas API (#81). Sprite loading was a bare `png_load("floor0.png")` — one file per 16x16 sprite, with no way to load one sheet and address a cell by grid coords or name. Adds a `Sprite.*` / `Assets.*` runtime (over the variable-size image loader, so a cell is a sub-rect of the kept image and is **not** restricted to the 16x16 sprite table): `Sprite.sheet(path, cellw, cellh)` -> handle, `Sprite.cell(sheet, col, row)` and `Sprite.cell_span(sheet, col, row, cols, rows)` -> id (a sprite may span more than one cell — a tall character, a wide object), `Sprite.define(name, …)` / `Sprite.named(name)` to name and look up a cell, `Sprite.draw` / `Sprite.draw_scaled` (through the camera / zoom / clip, like `Screen.sprite`), `Sprite.width` / `height`, and `Assets.image(path)` / `Assets.load` / `Assets.get(name)`. Spliced on demand; a program that uses neither compiles byte-identically. Example: `examples/library/atlas.ludic`.
- **feat**: Optional world boundaries (#84) — declare a single `Bounds` config entity (a rect `x, y, w, h` plus a policy, shipped from **ludic.core**) and the engine-owned world-bounds system keeps every moving `Body` inside the play area each frame, so a game no longer hand-clamps `Position`. Four policies: `0` clamp (walls), `1` wrap (toroidal), `2` bounce (clamp + flip the Body velocity on the axis that hit), `3` kill (despawn a body fully outside). It reads each body's `Collider` size so the whole box stays inside; off by default (no `Bounds` entity = open world). Registered on the engine-system registry for LateUpdate (after movement integrates) and spliced only when a game declares `Bounds`, so a game that never does compiles byte-identically. Also adds `World.despawn(entity)` — the reflective, by-id form of the `despawn` statement (runs `@OnDespawn` + frees the slot), which the kill policy uses and any system can call. Example: `examples/library/world_bounds.ludic`.
- **feat**: Package manager (#63) — `x add` / `x get` / `x update` / `x verify` / `x vendor` bring third-party packages to Ludic with no new infrastructure. Dependencies are named by their git import path (URL-as-identity, no registry — a `git tag vX.Y.Z` is publishing), resolved by Go-style Minimum Version Selection, fetched into a content-addressed global store (`~/.ludic/store`, keyed by a file-content hash) and linked into each project under `ludic_modules/`. A `package.ludic` manifest declares dependencies, the provided `Foo.*` namespace(s), the kind (source or prebuilt) and, for prebuilt libs, the shipped targets; `package.lock.ludic` pins the resolved versions and content hashes for reproducible, verifiable builds. A source package's Ludic compiles into the consumer via a new module-root import fallback in the compiler (`import "git.workshopsoft.io/user/pkg/foo.ludic"` resolves against `$LUDIC_MODULES`, default `ludic_modules/`), so a package registers a namespace the same way the built-in stdlib does. Namespace collisions and missing prebuilt targets are hard errors. Existing programs compile byte-for-byte identically; the C-free bootstrap fixpoint is untouched. See docs/PACKAGES.md.
- **feat**: Package-declarable namespaces & engine systems (#62) — the two hooks that made `Foo.*` stdlib namespaces and engine-owned systems compiler-hardcoded are now data-driven registries, so a package registers them with no compiler edit. `@Namespace(Name)` on a function opens a `Name.method(…)` namespace that dispatches to the bare `name_method` through the same generic path the built-in namespaces use (applied only after them, so it never shadows a core one). `@EngineSystem(Component, Phase)` registers an engine-owned system the frame loop runs each phase when the component is present — the package-declarable form of the built-in SpriteAnim/Motion/Light2D systems, reading components by name through the reflection ABI so an unused registration is byte-identical. Both annotations are keyword-free. The core stdlib keeps its optimized codegen (byte-identical output; the C-free bootstrap fixpoint is untouched) and packages ride the generic registry alongside it. This completes the packaging prerequisite for shipping gameplay-controller libraries (#58–#61) as real packages. See docs/PACKAGES.md.
- **feat**: Prebuilt binary packages (#64) — a package can now ship a compiled artifact whose exported functions, systems and components a consumer uses without the source, over the stable reflection C-ABI. `x build-lib <module.ludic>` compiles a package's module to a per-target native dylib (`lib/<target>/`); a `kind prebuilt` dependency is fetched and linked like any other, and `x link-flags` prints the clang flags to link the module dylibs into a game (or `x app` does it in-repo). A module registers its dynamic components (`world_register_prop`) and its `@System(Phase)` functions with the host at load through a constructor, and the host dispatches every registered system each frame — the systems analogue of dynamic components. Binary packages are native-only and second-class ECS by design (source packages remain the portable, first-class, deterministic path); missing a build target is a hard error. See docs/PACKAGES.md.
- **feat**: The engine runtime ships with the toolchain, not the project (#75). The compiler auto-splices `runtime/native/*` for any ECS game; a `runtime/...` import that is not found relative to the build is now resolved from the install root **`$LUDIC_HOME`** (default: the compiler binary's directory — where the platform `.ll` files already come from) *before* the package module root. So an external game that consumes the `ludic.*` packages no longer has to copy or symlink the engine runtime into its `ludic_modules/`; that directory holds only third-party packages, and the runtime is part of the toolchain install. In-repo builds are byte-identical (the runtime still resolves locally there, so the `$LUDIC_HOME` fallback never fires and the C-free bootstrap fixpoint is untouched).
- **fix**: **Correct the element type of a slice indexed by a member-access expression.** `emit_index_addr` set the global `g_addr_ty` to the slice's element type *before* evaluating the index expression, so an index that was itself a struct-field access (`slice[obj.field]`) overwrote it — the load then came back typed as the field, and a following field access failed with "member access on non-aggregate". The slice branch now sets `g_addr_ty` last, matching the raw-pointer branches. Also de-duplicate the `@strcmp` declaration (centralised in the head prelude) so a program that pulls in both the world table and the filesystem prelude links.
- **fix**: Input.key_pressed / key_released edges now fire (#87). In a frame-loop game the edges never triggered: the loop (since #83) commits the device layer once per frame via `input_drive`, but a game that *also* called `Input.poll` by hand committed a second time in the same frame, and `input_device_commit` copies `in_held` into `in_prev` at the top of every commit — so the second commit left `in_prev == in_held` and `key_pressed` (`held && !prev`) / `key_released` could never see a transition. Fixed with an `in_have_frame_driver` flag: the loop's `input_drive` sets it, and a manual `Input.poll` under the loop becomes a no-op that returns the frame's key instead of re-committing. An entry-driven harness has no loop, so the flag stays false and each `Input.poll` still commits a frame of input as before (record/replay and the #50 device tests are unchanged). Example: `examples/library/input_edge.ludic` (press edge on the down frame, release edge on the up frame).
- **fix**: Windowed games no longer force-quit on Esc or 'q' (#88). The macOS platform layer (`runtime/native/cocoa.ll` `win_poll`) used to hard-code Escape (keycode 53) and the character 'q' as *quit* — storing `W_running = 0` so a shipped windowed game died the instant a player pressed Esc (a universal pause key) or typed 'q'. Those dev-loop conveniences are removed for windowed builds: **Escape is delivered to the game as key 27** and **'q' is an ordinary key**, consistently across both the single per-frame key (`@W_key`) and the `#50` held-key set (`ev_keyval` now maps Escape→27, not 'q'). A windowed game now owns Esc/pause and shuts down via `quit()` or the window close button (which still ends the run). The headless test driver (`rt_poll` in `core.ludic`) keeps its own `'q'` = quit for scripted golden runs, so nothing headless changes. Also stops forwarding consumed key events to `-sendEvent:`, which was triggering AppKit's system "funk" beep on every keystroke.
## v0.2.0 — 2026-09-01
The types-and-systems release. Ludic grows a real type system — sum types,

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0.2.0
0.3.0

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Incremental asset preloading (#82). Assets used to load synchronously inside Boot/Start (`png_load`, `Audio.load`), stalling the first frame(s) as content grows, with no built-in loading phase. Adds an `Assets.*` preload queue: `Assets.enqueue(name, path)` queues a named image without loading it, `Assets.pump(max)` loads up to `max` queued assets per frame (returning how many it loaded), and `Assets.total` / `loaded` / `ready` / `progress` (0..100) drive a progress bar. A loading scene pumps a few assets per frame, draws `Assets.progress()`, and `become`s the play scene once `Assets.ready()`, so the game shows a responsive loading screen and only enters play once content is ready — the deterministic, no-threads form of async preloading (the work is spread across frames instead of stalling one, and the same enqueue+pump order loads identically every run). Loaded assets are reachable by name via `Assets.get` / `Sprite.named`. Builds on the #81 atlas. Example: `examples/library/preload.ludic`.

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Deterministic camera zoom (#78) — `Camera.zoom(scale)` scales the whole view about the screen centre by a Q16.16 factor (`1.0` = none, `2.0` = 2x in, `0.5` = out). It rides on the same two framebuffer chokepoints (`rt_put_px` / `rt_fill_rect`) that already carry the camera offset, so it composes with `Camera.set`/`follow`/`shake`, and it is a *render-time* transform — the world coordinate types stay integer pixels + Q16.16 velocity, so lockstep, replay and `world_save` are untouched, and the zoom itself is deterministic. Gated by an internal `rt_cam_zoomed` flag so a game that never zooms renders byte-for-byte identically (golden renders unchanged); `Camera.zoom(1.0)` turns it back off. This is the concrete outcome of the #78 position-types investigation (`docs/RFC-POSITION-TYPES.md`), which rejected hardware floats for the deterministic coordinate core and identified zoom as the one genuinely-missing render feature. Example: `examples/library/camera_zoom.ludic` (pixel-readback verified).

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Declarative Render clear + present (#86) — `@ClearColor(0xRRGGBB)` makes the engine own the per-frame clear and flip: at the top of the Render phase it clears the framebuffer to the declared colour, and after the Render handlers run it presents the frame, so a game's Render handler no longer repeats `Screen.clear(color)` / `Screen.show()` and the clear colour is configured *declaratively* rather than in the handler body. Opt-in and backward-compatible: a program with no `@ClearColor` is byte-for-byte identical (it clears/presents itself, or the light system owns the present). Example: `examples/library/clear_color.ludic`.

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Gameplay-controller foundation (#57) — the shared, cross-genre building blocks the builtin controllers stand on, shipped as the source package **ludic.gameplay**: a deterministic `Cooldown` frame timer (engine-ticked), a `Stats` attribute bundle with an unbounded timed **modifier stack** (`Stats.total` computes base+flat then percent on demand; expired modifiers self-despawn), a `Faction` friend/enemy/neutral relationship table (same-id-friendly / different-hostile by default), and a `Combat` damage pipeline whose `cancellable DamageAboutToApply` hook lets a game veto a hit *or rewrite the amount* (`Combat.set_amount`) and which emits `Damaged`/`Died`/`Healed`. Everything is integer-only so lockstep, replay and `world_save` snapshots hold. Also adds extensibility **lever 5** to the language: `disable system <esys_fn>` drops exactly one engine-owned system's tick at compile time, so a game can carry a well-known component but tick it with its own handler (byte-identical when nothing is disabled; the C-free bootstrap fixpoint is untouched). Example: `examples/library/gameplay_foundation.ludic`.

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Builtin NPC AI (#61) — the source package **ludic.npcai**, a perception → decision → action stack that plugs into the other controllers instead of re-implementing movement. The AI never moves a body directly: it writes the SAME intent fields the player controllers read (`want_x`/`want_y`/`want_fire`, `want_jump`), so an enemy gunner reuses the shooter's weapon/projectile/auto-aim systems verbatim (set the body's `TopDown.aim_mode = 3`) and a companion reuses the mover — friendly vs enemy is faction + goal, not different code. **Perception** (`Vision` + `Memory`, throttled `esys_perception` with faction filtering and optional `Grid` line-of-sight) remembers the nearest hostile and emits `TargetSpotted`/`TargetLost`. **Decision** offers three models writing one `Brain` intent — a finite-state machine (patrol/chase/attack/flee), a utility scorer, and a canonical behaviour tree — each decision veto-able via `cancellable DecisionMade`. **Steering** adds Reynolds flocking (separate/cohere), and a `Follower` component gives companion stances. Reuses ludic.gameplay Faction (who is hostile) + Stats (hp for flee). Fully deterministic: perception + replan are frame-throttled and fixed-order. Example: `examples/games/npcai_demo.ludic` — one enemy perceives, chases and shoots a target through the shooter controller, flees at low hp under the utility model, and a companion follows its leader.

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Builtin Platformer controller (#58) — the reference implementation of the six-lever extensibility contract, shipped as the source package **ludic.platformer**. Movement feel is all defaulted POD data (`Platformer { move_speed, jump_height, apex_frames, fall_gravity_mul, coyote_frames, jump_buffer_frames, air_jumps, policy, … }`); the controller is decomposed into small engine-owned sub-systems — input (Input phase), move/gravity/jump (FixedUpdate, before the shared `esys_move` sweep) and animation-state (LateUpdate, after it) — each independently switch-off-able with `disable system <fn>`. It owns movement *policy* only and reuses the engine Body/Collider swept-AABB collision. Jump feel derives gravity + impulse from height/apex, with coyote time, jump buffering, variable jump height and multi-jump; every jump decision emits a `cancellable JumpRequested` / `JumpPerformed` / `Landed` / `StateChanged` event, and a gravity `policy` enum (asymmetric / symmetric / floaty) is the formula hook. Ships the opt-in game-loop layer too (`scaffolding.ludic`): moving & crumbling platform blocks with rider carry, collectibles + `Score`, springs, hazards + a light `Life`/i-frames model, and checkpoint/goal triggers. Deterministic integer Q16.16 throughout. Examples: `examples/games/platformer_demo.ludic`, `examples/games/platformer_scaffolding.ludic`. Also fixes a latent codegen bug in `ludic_sweep_entity` (an SSA register name collided once a program declared ≥11 events).

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Builtin RPG systems suite (#59) — the source package **ludic.rpg**, seven independently-usable modules on the six-lever contract, with name-keyed data registries so a game or mod adds content with zero code. **A Movement** — one `Mover` with a `mode` selector (grid / free / grid-tween) and 4/8-axis, tilemap walkability, and `cancellable MoveRequested` (locked doors/ice) / `TileEntered` (encounters) / `Interacted` (the action-button raycast). **B Inventory** — a name-keyed item registry, per-owner counts, gold, `ItemUse` veto, and `Equipment` whose bonuses flow through the gameplay Stats modifier stack. **C Crafting** — a data-driven recipe + ingredient registry; `Craft.can`/`Craft.make` consume from the inventory. **D Quests** — quests + objectives whose progress is driven by `Quest.notify` (route any gameplay signal in), auto-completing when met, plus a global flag store for branching. **E Dialog** — an Ink/Yarn-style graph registry (nodes + choices) with a per-speaker `Dialog` component and `cancellable DialogChoice` for skill-check gating. **F Puzzles** — Sokoban `Pushable` + a switch / pressure-plate / gate signal graph (logic puzzles with no code). **G Status** — over-time poison/regen effects routed through the shared Combat pipeline. Everything is integer-deterministic, so save/load (world_save) and rollback hold. Example: `examples/games/rpg_demo.ludic` (21 self-checks across all seven modules).

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type: feat
Builtin top-down Shooter controller (#60) — the source package **ludic.shooter**, conforming to the six-lever contract and built on the engine Body/Collider + ludic.gameplay Faction/Combat/Stats. `TopDown` decouples movement from aim (`aim_mode`: mouse / right-stick / move-direction / nearest-enemy auto-aim, with a `turn_rate` for tank-style rotation). Weapons are a name-keyed **registry** (`Weapon.def("shotgun", …)` — add a gun with zero code) with per-weapon fire-rate, damage, speed, spread, pellet count, pattern (single / spread cone / ring / spiral), plus data-driven pierce (`Weapon.set_pierce`) and homing (`Weapon.set_homing`); `esys_weapon` reads a `want_fire` intent so the **same** weapon fires for a player (input) and an NPC (AI). `Projectile` + `esys_projectile` is a self-contained deterministic pool: integrate, TTL, faction-filtered hit through `Combat.damage`, pierce, and homing that curves onto the nearest enemy — every step observable via `ProjectileSpawned` (mutable/veto) / `ProjectileHit` / `ProjectileExpired`. A budgeted `Spawner` wave director emits `SpawnRequested` / `WaveCleared`. Example: `examples/games/shooter_demo.ludic` (11 self-checks: movement, aim, faction damage, friendly-fire immunity, spread, kill, ring, homing, waves).

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Canonical engine-ABI components (#77) — the shared `Position` / `Body` / `Collider` / `Solids` bundles the engine-owned movement system (`esys_move`, #65) reads by name are now shipped from a base source package, **ludic.core**, instead of being re-declared by hand in every game and example. A game `import "ludic.core/components.ludic"` and the engine moves and collides its entities for free; extend by *composition* (attach your own components on the same model). AOT means the properties compile straight into the consumer's compile-time ECS with no ABI seam, and everything stays integer + Q16.16 deterministic (lockstep / replay / `world_save` hold). Example: `examples/library/core_components.ludic`.

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type: feat
Cursor capture (#89) — `Input.cursor_mode(mode)` hides / locks / confines the OS mouse for a windowed game: `0` normal (visible, free), `1` hidden (hide the OS cursor while focused so a game draws its own reticle), `2` locked (hidden + dissociated — the mouse feeds *relative* motion through `Input.mouse_dx/dy`, and `Input.mouse_x/y` becomes a clamped virtual cursor, the FPS / twin-stick aim mode), `3` confined (dissociated but visible; the mouse cannot leave the window). The platform auto-releases (shows + reconnects the cursor) while the window is not key (Cmd-Tab) and on close, so the cursor is never left captured. Adds the native macOS implementation in `cocoa.ll` (`[NSCursor hide]/[unhide]`, ref-counted and toggled only on change; `CGAssociateMouseAndMouseCursorPosition`; `CGGetLastMouseDelta` for the relative virtual cursor) behind a new `win_cursor_mode` intrinsic; headless / non-windowed it is a no-op (DCE'd). Example: `examples/library/cursor_capture.ludic`.

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type: feat
Entity-pool stats (#80). Ludic's ECS is already pool-based: the allocator recycles freed entity slots through a freelist (a `despawn`ed slot is reused by the next `spawn` before any new slot is taken), and component storage is fixed per-entity arrays — so spawning and despawning many entities per frame (bullet-hell / horde) does **no per-spawn heap allocation** and cannot fragment. Exposes that with a `Pool.*` namespace so a game can watch the reuse and budget against the cap: `Pool.live()` (entities alive now), `Pool.free()` (freed slots waiting to be reused), `Pool.reserved()` (high-water — slots ever allocated; stays flat across a steady spawn/despawn loop, the proof that slots are pooled not reallocated), and `Pool.capacity()` (the fixed entity cap). Zero-cost — they read the existing allocator counters inline. Example: `examples/library/pool.ludic`.

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type: fix
**Correct the element type of a slice indexed by a member-access expression.** `emit_index_addr` set the global `g_addr_ty` to the slice's element type *before* evaluating the index expression, so an index that was itself a struct-field access (`slice[obj.field]`) overwrote it — the load then came back typed as the field, and a following field access failed with "member access on non-aggregate". The slice branch now sets `g_addr_ty` last, matching the raw-pointer branches. Also de-duplicate the `@strcmp` declaration (centralised in the head prelude) so a program that pulls in both the world table and the filesystem prelude links.

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type: feat
Directional int input (#79) — `Input.axis_i(neg, pos) -> int` returns a -1/0/1 movement intent (`+1` positive key held, `-1` negative, `0` neither or both) read from the multi-key device set, so turning WASD into movement no longer needs the `ki(key_down('d')) - ki(key_down('a'))` bool-to-int glue and feeds an int mover directly: `dx = Input.axis_i('a', 'd')`, `dy = Input.axis_i('w', 's')`. Complements `Input.axis` (fixed) / `Input.vector` (normalized). Example: `examples/library/input_movement.ludic`.

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type: fix
Input.key_pressed / key_released edges now fire (#87). In a frame-loop game the edges never triggered: the loop (since #83) commits the device layer once per frame via `input_drive`, but a game that *also* called `Input.poll` by hand committed a second time in the same frame, and `input_device_commit` copies `in_held` into `in_prev` at the top of every commit — so the second commit left `in_prev == in_held` and `key_pressed` (`held && !prev`) / `key_released` could never see a transition. Fixed with an `in_have_frame_driver` flag: the loop's `input_drive` sets it, and a manual `Input.poll` under the loop becomes a no-op that returns the frame's key instead of re-committing. An entry-driven harness has no loop, so the flag stays false and each `Input.poll` still commits a frame of input as before (record/replay and the #50 device tests are unchanged). Example: `examples/library/input_edge.ludic` (press edge on the down frame, release edge on the up frame).

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Input Manager + automatic device-layer drive (#83). The generated frame loop now commits the input device layer itself — when a game uses any Input action-map / device method it calls `input_poll` each frame (reading the live key, recording/replaying, and rebuilding the held-key/mouse/gamepad state), so `Input.active` / `Input.key_down` / the mouse and pads read live **without the game calling `Input.poll` by hand** (previously the loop fed only `Input.key`, and the device layer read empty unless the game polled at the top of its Input phase). A game that uses no Input runtime keeps the plain `rt_poll` path, byte-identical. Adds the Input-Manager API on top: `Input.action(name, key)` ships a **default** binding (kept if already bound, so a player's `Input.rebind` or a loaded key-map is not clobbered); `Input.bind_pad(name, button)` makes an action **device-agnostic** (fires from keyboard *or* gamepad); and `Input.active` / `Input.just_pressed` / `Input.just_released` read the whole multi-key device layer with clean on-press / on-release edges (the deterministic, dispatch-free equivalent of event handlers — a handler polls the edge and reacts, so a replay fires identically). Examples: `examples/library/input_manager.ludic`, `examples/library/input_auto.ludic`.

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Namespace block form (#76) — `namespace Name { export function foo(…) … internal function bar(…) … }` declares a `Name.*` namespace once and controls its public surface declaratively, instead of annotating every function with `@Namespace(Name)` one at a time. Inside the block each `function short(…)` is emitted as `namelower_short`; an `export` function (the default) is callable as `Name.short(…)`, while an `internal` function is a private helper — emitted and callable by its short name from siblings in the block (calls are rewritten to the emitted name), but not part of the `Name.*` surface (`Name.internalOne()` is a compile error). It is the block sugar for the per-function `@Namespace` annotation, so a package's public API reads at a glance. A namespace declared the old per-function way is unchanged. Example: `examples/library/namespace_block.ludic`.

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Package-declarable namespaces & engine systems (#62) — the two hooks that made `Foo.*` stdlib namespaces and engine-owned systems compiler-hardcoded are now data-driven registries, so a package registers them with no compiler edit. `@Namespace(Name)` on a function opens a `Name.method(…)` namespace that dispatches to the bare `name_method` through the same generic path the built-in namespaces use (applied only after them, so it never shadows a core one). `@EngineSystem(Component, Phase)` registers an engine-owned system the frame loop runs each phase when the component is present — the package-declarable form of the built-in SpriteAnim/Motion/Light2D systems, reading components by name through the reflection ABI so an unused registration is byte-identical. Both annotations are keyword-free. The core stdlib keeps its optimized codegen (byte-identical output; the C-free bootstrap fixpoint is untouched) and packages ride the generic registry alongside it. This completes the packaging prerequisite for shipping gameplay-controller libraries (#58–#61) as real packages. See docs/PACKAGES.md.

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Package manager (#63) — `x add` / `x get` / `x update` / `x verify` / `x vendor` bring third-party packages to Ludic with no new infrastructure. Dependencies are named by their git import path (URL-as-identity, no registry — a `git tag vX.Y.Z` is publishing), resolved by Go-style Minimum Version Selection, fetched into a content-addressed global store (`~/.ludic/store`, keyed by a file-content hash) and linked into each project under `ludic_modules/`. A `package.ludic` manifest declares dependencies, the provided `Foo.*` namespace(s), the kind (source or prebuilt) and, for prebuilt libs, the shipped targets; `package.lock.ludic` pins the resolved versions and content hashes for reproducible, verifiable builds. A source package's Ludic compiles into the consumer via a new module-root import fallback in the compiler (`import "git.workshopsoft.io/user/pkg/foo.ludic"` resolves against `$LUDIC_MODULES`, default `ludic_modules/`), so a package registers a namespace the same way the built-in stdlib does. Namespace collisions and missing prebuilt targets are hard errors. Existing programs compile byte-for-byte identically; the C-free bootstrap fixpoint is untouched. See docs/PACKAGES.md.

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Prebuilt binary packages (#64) — a package can now ship a compiled artifact whose exported functions, systems and components a consumer uses without the source, over the stable reflection C-ABI. `x build-lib <module.ludic>` compiles a package's module to a per-target native dylib (`lib/<target>/`); a `kind prebuilt` dependency is fetched and linked like any other, and `x link-flags` prints the clang flags to link the module dylibs into a game (or `x app` does it in-repo). A module registers its dynamic components (`world_register_prop`) and its `@System(Phase)` functions with the host at load through a constructor, and the host dispatches every registered system each frame — the systems analogue of dynamic components. Binary packages are native-only and second-class ECS by design (source packages remain the portable, first-class, deterministic path); missing a build target is a hard error. See docs/PACKAGES.md.

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The engine runtime ships with the toolchain, not the project (#75). The compiler auto-splices `runtime/native/*` for any ECS game; a `runtime/...` import that is not found relative to the build is now resolved from the install root **`$LUDIC_HOME`** (default: the compiler binary's directory — where the platform `.ll` files already come from) *before* the package module root. So an external game that consumes the `ludic.*` packages no longer has to copy or symlink the engine runtime into its `ludic_modules/`; that directory holds only third-party packages, and the runtime is part of the toolchain install. In-repo builds are byte-identical (the runtime still resolves locally there, so the `$LUDIC_HOME` fallback never fires and the C-free bootstrap fixpoint is untouched).

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Engine sprite-render system (#85) — the engine already auto-*ticks* SpriteAnim and Motion; it now auto-*draws* too. Declare a `Sprite` component (id + optional offx/offy/scale/flip/tint/hidden, shipped from **ludic.core**) on an entity with a `Position` and the engine draws it each Render frame — no hand-written Render handler querying positions and calling `draw_sprite` per entity, and no hand animation (when the entity also carries `SpriteAnim`, the current frame is added to the base id). Registered on the compile-time engine-system registry for the Render phase and spliced only when a game declares `Sprite`, so a game that never declares it compiles byte-identically; a game wanting a custom draw omits `Sprite` (or `disable system esys_sprite`). Also **deprecates the bare `draw_sprite` / `draw_sprite_scaled` globals** in favour of the namespaced `Screen.sprite` / `Screen.sprite_scaled`: a direct bare call now emits a one-time compile-time deprecation note (the bare form still lowers, since `Screen.sprite` uses it), and the in-repo `chronorift` demo is migrated to the namespaced calls. Example: `examples/library/sprite_render.ludic`.

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type: feat
Namespaced spritesheet / atlas API (#81). Sprite loading was a bare `png_load("floor0.png")` — one file per 16x16 sprite, with no way to load one sheet and address a cell by grid coords or name. Adds a `Sprite.*` / `Assets.*` runtime (over the variable-size image loader, so a cell is a sub-rect of the kept image and is **not** restricted to the 16x16 sprite table): `Sprite.sheet(path, cellw, cellh)` -> handle, `Sprite.cell(sheet, col, row)` and `Sprite.cell_span(sheet, col, row, cols, rows)` -> id (a sprite may span more than one cell — a tall character, a wide object), `Sprite.define(name, …)` / `Sprite.named(name)` to name and look up a cell, `Sprite.draw` / `Sprite.draw_scaled` (through the camera / zoom / clip, like `Screen.sprite`), `Sprite.width` / `height`, and `Assets.image(path)` / `Assets.load` / `Assets.get(name)`. Spliced on demand; a program that uses neither compiles byte-identically. Example: `examples/library/atlas.ludic`.

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type: feat
**Tiled map support (#67–#74)** — load and draw [Tiled](https://www.mapeditor.org/) maps (TMX/TSX/TX and TMJ/TSJ/TJ), the design record from #66.
- **P0 parsing primitives (#67)** — a minimal pure-Ludic XML reader (`Xml.*`) for the element/attribute/CDATA subset TMX/TSX/TX use; standard base64 decode/encode (`Base64.*`, RFC 4648), whose decoder ignores the whitespace Tiled wraps into `<data>`; and gzip framing (`z_gunzip`, RFC 1952) wrapping the existing DEFLATE inflater. zlib and the JSON reader already shipped. A curated, attributed golden corpus lands under `assets/tiled-fixtures/`.
- **P0.5 TMX/TSX reader (#68)** — `Tiled.read` / `Tiled.read_tsx` map the native XML formats onto the *same* intermediate the JSON path produces — a `Value` tree in Tiled's JSON schema, with every tile layer's data decoded to a dense GID list (CSV, base64, base64+zlib, base64+gzip). A CSV `.tmx` and a base64+zlib `.tmj` of the same map read structurally identically; the in-repo Kenney `sampleMap.tmx` + external `sampleSheet.tsx` load with no manual JSON re-export.
- **P1 core load + render (#69)** — the runtime `rt_tmap` model (heap-allocated to `w·h`, lifting the old `96×64` cap), the GID resolver (`Tiled.resolve` → tileset / local id / H·V·D flips), image-backed rendering (`Tiled.draw`, flips applied at blit), and the legacy-tilemap compatibility projection so `Grid.*`/`Path.*`/`esys_move` keep working. `Tiled.load` reads either format, resolves external tilesets + images, and auto-projects a `collision` layer. The Kenney sample loads and renders pixel-identically from `.tmx` and `.tmj`; the `grid` and `physics_tiles` demos now run off a loaded map.
- **P2 collision & grid (#70)** — normalise three collision sources into the byte tilemap `esys_move`/`Grid.*`/`Path.*` read, in the design's priority order: per-tile `<objectgroup>` hitboxes, the `solid`/`oneway`/`trigger` property convention (`Tiled.collision_kind`/`Tiled.tile_shapes`), and the designated collision layer (`Tiled.project`, any non-zero GID solid) — or drive collision from a visual layer's per-tile metadata alone (`Tiled.collide`). The property convention and the collision-layer fallback produce the same feed; `Path.a_star` over a loaded map matches the hand-authored baseline.
- **P3 animated tiles + tile objects (#71)** — a tileset `<animation>` advances deterministically as a pure function of the fixed 60/s engine frame clock (`Tiled.frame_gid`/`Tiled.animated`), so an animated GID resolves at draw to the current frame's GID with its flip flags preserved and reproduces frame-for-frame across runs; `Tiled.draw_anim` draws a map with animations advanced. Object-layer entries with a `gid` render the tile image (with their own flips), bottom-anchored, as placeable sprites.
- **P4 objects, properties, templates, spawning (#72)** — all object shapes (rectangle / ellipse / point / polygon / polyline / text) and custom properties parse and are queryable (`Tiled.object`, `Tiled.object_shape`, `Tiled.prop`/`Tiled.prop_int`/`Tiled.prop_type`); class properties resolve their defaults against a project custom-type table (`Tiled.load_types` over `objecttypes.xml`); template instances inherit their `.tx`/`.tj` template's fields; and an object maps onto Ludic components on demand (`Tiled.spawn`/`Tiled.spawn_layer`, off by default, via the reflection ABI).
- **P5 breadth (#73)** — image layers (parallax + repeat) and group layers (flattened, with recursive offset/opacity/tint/visible; `Tiled.layer_kind`/`Tiled.layer_offsetx`/`Tiled.layer_tint`); the isometric / staggered / hexagonal orientation coordinate transforms (`Tiled.cell_x`/`Tiled.cell_y`, driving the tile draw so cells land at the correct screen coords); and Wang-set GID resolution through the standard resolver (the terrain-corner authoring concept is editor-side and ignored).
- **P6 scale (#74)** — infinite/chunked maps: `<chunk>` (TMX) and JSON `chunks[]` decode and flatten into the dense layer; `.world` stitching (`Tiled.world`/`Tiled.world_count`/`Tiled.world_map`) lists member maps at their offsets; and a self-contained pure-Ludic **zstd** decompressor (`z_zstd`, RFC 8878) for base64+zstd layers — frame + raw/RLE/compressed blocks, raw/RLE/direct-weight-Huffman literals, and the full FSE sequence path — decoding the low-entropy GID streams a tilemap produces (a high-entropy FSE-compressed-Huffman-weights block fails cleanly with -1 rather than emitting wrong bytes).

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bump: patch
type: fix
Windowed games no longer force-quit on Esc or 'q' (#88). The macOS platform layer (`runtime/native/cocoa.ll` `win_poll`) used to hard-code Escape (keycode 53) and the character 'q' as *quit* — storing `W_running = 0` so a shipped windowed game died the instant a player pressed Esc (a universal pause key) or typed 'q'. Those dev-loop conveniences are removed for windowed builds: **Escape is delivered to the game as key 27** and **'q' is an ordinary key**, consistently across both the single per-frame key (`@W_key`) and the `#50` held-key set (`ev_keyval` now maps Escape→27, not 'q'). A windowed game now owns Esc/pause and shuts down via `quit()` or the window close button (which still ends the run). The headless test driver (`rt_poll` in `core.ludic`) keeps its own `'q'` = quit for scripted golden runs, so nothing headless changes. Also stops forwarding consumed key events to `-sendEvent:`, which was triggering AppKit's system "funk" beep on every keystroke.

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bump: minor
type: feat
Optional world boundaries (#84) — declare a single `Bounds` config entity (a rect `x, y, w, h` plus a policy, shipped from **ludic.core**) and the engine-owned world-bounds system keeps every moving `Body` inside the play area each frame, so a game no longer hand-clamps `Position`. Four policies: `0` clamp (walls), `1` wrap (toroidal), `2` bounce (clamp + flip the Body velocity on the axis that hit), `3` kill (despawn a body fully outside). It reads each body's `Collider` size so the whole box stays inside; off by default (no `Bounds` entity = open world). Registered on the engine-system registry for LateUpdate (after movement integrates) and spliced only when a game declares `Bounds`, so a game that never does compiles byte-identically. Also adds `World.despawn(entity)` — the reflective, by-id form of the `despawn` statement (runs `@OnDespawn` + frees the slot), which the kill policy uses and any system can call. Example: `examples/library/world_bounds.ludic`.